Select vertices, Edit Mesh>Detach Component, Mesh>Separate. Select objects, change Move Axis to Normal(Move Tool Settings), use the N axis handle to move/explode the now separated faces.
if that bubble does have a single uv shell you could select and isolate it... mudbox does not paint on hidden faces... if that bubble is a polyshell you could use the shortcut v + doubble click to select the faces...
You can project from view. Select that option from the UV tools tab and then select the viewport you want to capture the viewport-positions-as-UV-coordinates from. I think that's what you're after?
It's the wire tool. Animation menu> Create Deformers> Wire Tool. Enter the tool, select your model, hit enter, select your curve, hit enter. Move your curve and it deforms your model.
If you actually need to use Soft Select, you can find the options for it under your translation tools. Just double-click on your select, move, scale, or rotate tools on the left tool bar.
Btw why didnt you create the shape from an edge loop on the model on the right ? (Edit poly , select edge loop you want to make a spline from, click "create shape from selection")
the bake in the lastrender looks good but it might not be good ingame or realtime shader u should select the drum and assign smooth at 45 then select the indents alone and assign again, (i think the 45 will be enough) then bake
If it isn't welded to the main portion of the model, just go into element mode, and select that element, and delete. If it is welded, try to delete only the portion of the model that is welded, until you can select the second copy as an element.
Just found a very cool plugin for XSI I was looking for for a long time! It makes your selection round! A full analog of Max's/Polyboost's feature that makes your edge/poly selection round. http://maxfoxlab.com/mx_roundish.html I'm very impressed ))
I'm having a bit of trouble wrapping my head around your method from descriptions alone. Are you generating three mesh to curve outputs, sampling and blending them then offsetting points around? I'm asking because I'm doing something similar to generate hair cards, blending different curves for root, body of the card and…